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Messages - Mehrdad

#321
Hi Ali

Thanks a lot for your help .I know you wrote it before but I don't know what was file name . I could found it in my archive . I uploaded it now for you :
https://www.dropbox.com/s/lhijdevvaohndtr/henry_8.zip?dl=0

It's very useful for me. I hope I can handle it for 8 direction as well as.

I'm appreciate Ali
#322
Hi

AGS have it in general settings but it use first frame from walk cycling in views and I really don't like it . I want make custom animations for turn player to another way.
Is it possible make custom turn player before walking for 8 direction ?
 
#323
General Discussion / Where is Khris?
Fri 20/02/2015 14:59:08
Hi
Anyone know where is Khris? He is master of AGS with more than 9500 post.He was offline completely this month. While he was online many times per day.
#324
Hi
Thanks for play Datswer game and report this serious bug. I'm working on my new game this days and forgot read feedback of Datswer. I'll see  codes and I hope remove bugs soon. Specially save game.
Thanks again 
#325
Congrats Jay . Very nice retro game . voted
#326
General Discussion / Re: Multimedia Fusion 2.5
Fri 13/02/2015 05:27:27
hi Jay

It's very strange that video on steam doesn't work .I remember uploaded it.Anyway thanks for feedback.
Trailer of Datswer. Here you are:
http://youtu.be/ZzsNfITvAb8

I agree with you. Developer version is very expensive and there is not actually main different between it and standard version.Developer version is only focused on publish games.Although you can sell your games with standard version too.
And your answer is 'yes' . Standard version is completely enough for make any 2D games.You can make many better than Datswer game with it:wink:

Mehrdad
#327
General Discussion / Re: Multimedia Fusion 2.5
Thu 12/02/2015 05:22:21
Hi

I own fusion 2.5 developer with all exporters and I'm very happy with it.Everything is visual and you don't need write any code.Although there is SDK for write extension for it.Only problem is some extensions doesn't support all platforms.
I made 'Datswer' game with this engine that is on App store,google play and Steam now :
http://store.steampowered.com/app/348000?beta=0

Mehrdad
#328
Sorry Monkey_05_06 for this different question. Did you have any plan to add export Android and iOS like Linux from the editor?
#329
Darkseed 1
Darkseed 2
I have no mouth and i must scream
(All of them Not AGS games)
#330
AGS Engine & Editor Releases / Re: AGS 3.3.3
Thu 01/01/2015 06:18:12
Great!.Thanks CW for improve balck borders. It works perfect for all my machines.
#331
Thanks CW for answer .
I have request from moderators move this topic to Engine development.

Edit : Thanks Mods for moved
#332
Engine Development / Re: AGS engine iOS port
Wed 24/12/2014 14:48:11
Apple announced that starting 1. February 2015, apps have to support 64 bit.Can we use AGS iOS port for commercial game on Appstore yet?
https://developer.apple.com/news/?id=10202014a
http://www.macrumors.com/2014/12/17/apple-64-bit-support-reminder/
#333
Hi
I'm registered here for many years.I come here everyday.I made some games but not with AGS .My last game was Datswer.I always wish I could make an adventure games with AGS.And now I want start with it as first game.
As develop 2D animation and 2D Games is my main job, I can't make a game for PC only.
I'm appreciate for this ports by JJS and Monkey0506 and Crimson and others.I really need to iOS and Android ports and actually I don't want change engine because I write all scales my game and I don't need to high res and high visual effect.AGS is enough for me.

What can i do for get a fresh apk+Obb for Android and Xcode for iOS? I think here is many people that want this ports.And I'm sure they are can pay for it also me.So if is any problem for your times to works with this ports you can make AGS as commerical with mobile outputs.

Appreciate for any suggestion.... 
Thanks
#334
@Grim
Yes.I'll release PC port too after release Android.I think it takes a 2 months.Anyway I'll report it here.

@Arjon
Thanks a lot and appreciate.
#335
Adventure Related Talk & Chat / Datswer game
Fri 21/11/2014 08:06:48
Hi

I make a cinematic adventure platformer game. If you like Another World game genre maybe you like it. iOS version is now available:

https://itunes.apple.com/us/app/dats...3988?ls=1&mt=8

trailer:
http://youtu.be/ZzsNfITvAb8

facebook page:
https://www.facebook.com/datswer



It's not AGS game and I made it with Clickteam Fusion 2.5
programming,design and all artworks : Mehrdad Rezaei
#336
Did you have this link?
#337
OK
Problem solved but not complete.That take many times.It's enough for me at the moment.
And another question about moving.I used walkable area with 'int k' for horizontal obstacle(please see first post). Is it possible use same walkable area for left and right obstacle? My mean is character go to stop when collision with walkable area.
appreciate for any help or suggestions     
#338
Yes of course.This is my code
Code: ags

 KeyboardMovement.SetMode(eKeyboardMovement_Pressing);
}
  bool l = true;
  bool faceM = 1; // direction left or right
// put anything you want to happen every game cycle in here
function repeatedly_execute() 
{
  int k = GetWalkableAreaAt (cCharacter.x-GetViewportX(), cCharacter.y-GetViewportY());

 
   //Left and Right

  if ((IsKeyPressed(eKeyLeftArrow)==true)&&(IsKeyPressed(eKeyRightArrow)!=true)){ cCharacter.x-=1;faceM=0;}
  if ((IsKeyPressed(eKeyRightArrow)==true)&&(IsKeyPressed(eKeyLeftArrow)!=true)){ cCharacter.x+=1;faceM =1;}
  
  //Falling and Stand up
  if  ((k == 0)&&(l==true)){if(faceM==1){ cCharacter.LockView(2);
  cCharacter.Animate(1, 0, 0, eBlock, eForwards);cCharacter.UnlockView();l=false;}}
  if  ((k == 0)&&(l==false)){if(faceM==1){ cCharacter.LockView(2);
  cCharacter.Animate(2, 0, 0, eBlock, eForwards);cCharacter.y+=10;cCharacter.UnlockView();}}
  if ((k == 1)&&(l==false)) {l=true;if(faceM==1){cCharacter.LockView(2);
  cCharacter.Animate(3, 0, 0, eBlock, eForwards);cCharacter.UnlockView();cCharacter.Walk(cCharacter.x+2, cCharacter.y, eBlock);}else if(faceM==0)
  {cCharacter.LockView(2);
  cCharacter.Animate(10, 0, 0, eBlock, eForwards);cCharacter.UnlockView(); cCharacter.Walk(cCharacter.x-2, cCharacter.y, eBlock);}}
  
  if  ((k == 0)&&(l==true)) {if(faceM==0){ cCharacter.LockView(2);
  cCharacter.Animate(8, 0, 0, eBlock, eForwards);cCharacter.UnlockView();l=false;}}
  if  ((k == 0)&&(l==false)){if(faceM==0){ cCharacter.LockView(2);
  cCharacter.Animate(9, 0, 0, eBlock, eForwards);cCharacter.y+=10;cCharacter.UnlockView();}}



loop 1,2,3 is: ready to falling,fall,stand up for right
loop 8,9,10 is:ready to falling,fall,stand up for left
#339
Sorry but I used boolean too.My main problem is when press left or right key without release it after falling and stand up.that I have glide instead walking.If I release key anythings is normal.
I think I have to disable line 1 and 2 when I have play animation falling and stand up and after that I enable it.or disable left or right key when I have falling or stand up. But  unfortunately I don't know how can I write it.
#340
Hi
I'm making a platformer and I use 0 and 1 to 'k' for simple gravity
Code: ags
int k = GetWalkableAreaAt (cCharacter.x-GetViewportX(), cCharacter.y-GetViewportY());

Also I use KeyboardMovement module too for combine walking and turn character.As this module don't support out of walkable area I use this code:
Code: ags
  if ((IsKeyPressed(eKeyLeftArrow)==true)&&(IsKeyPressed(eKeyRightArrow)!=true)) cCharacter.x-=1;
  if ((IsKeyPressed(eKeyRightArrow)==true)&&(IsKeyPressed(eKeyLeftArrow)!=true)) cCharacter.x+=1;

Everything is ok but if I press left or right and falling to down and stand up without release left or right key, character glide without walking and when release keyboard it's fine and character continue walking without glide.
How can i fix it?
I'm Appreciate for any help
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